Shriek (Ex)

A doombat can emit a piercing shriek every 1d4 rounds. All creatures that can hear the doombat’s shriek (except other doombats) within a 100-ft. radius must succeed on a DC 15 Will save or become shaken for 1d4+1 rounds. Successive shrieks do not stack with each other but do extend the duration of the effect. A creature that successfully saves is immune to the same doombat’s shriek for 24 hours. The save DC is Constitution-based.

Yip (Ex)

A doombat yips constantly while in combat. The noise interferes with an opponent’s ability to focus on difficult tasks. Spellcasters within 100 ft. of a yipping doombat must succeed on a concentration check (DC 15 + spell’s level) anytime they attempt to cast a spell. The effect of several doombats yipping at once is not cumulative.

The doombat is a nocturnal hunter that desires living flesh to sustain it. The approach of a doombat can be heard long before the creature arrives on the scene, the yipping growing louder as the doombat draws closer. The doombat has a 10-ft. wingspan, though specimens with wingspans reaching 25 feet have been reported.

Doombats attack any living thing they encounter. They enter melee and attack with their vicious bite and tail slash, yipping for the duration of the fight.

Section 15: Copyright Notice - Tome of Horrors Complete

Bat, Doombat from the Tome of Horrors
Complete, Copyright 2011, Necromancer Games, Inc., published and
distributed by Frog God Games; Author Scott Greene, based on original material by Julian Lawrence.